use bytemuck::{Pod, Zeroable};
#[repr(C)]
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
struct DofUniforms {
focal_distance: f32,
aperture: f32,
max_blur: f32,
texel_size_x: f32,
texel_size_y: f32,
near: f32,
far: f32,
horizontal: f32,
}
pub struct DofPass {
coc_pipeline: wgpu::RenderPipeline,
blur_pipeline: wgpu::RenderPipeline,
composite_pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
uniform_buffer: wgpu::Buffer,
sampler: wgpu::Sampler,
coc_texture: Option<(wgpu::Texture, wgpu::TextureView)>,
blur_texture: Option<(wgpu::Texture, wgpu::TextureView)>,
tex_width: u32,
tex_height: u32,
}
impl DofPass {
pub fn new(device: &wgpu::Device, color_format: wgpu::TextureFormat) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("dof shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("dof_shader.wgsl").into()),
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("dof uniforms"),
size: std::mem::size_of::<DofUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("dof sampler"),
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
..Default::default()
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("dof bgl"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("dof pipeline layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let make_pipeline = |label: &str, fs_entry: &str| -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some(fs_entry),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
})
};
let coc_pipeline = make_pipeline("dof coc", "fs_coc");
let blur_pipeline = make_pipeline("dof blur", "fs_blur");
let composite_pipeline = make_pipeline("dof composite", "fs_composite");
Self {
coc_pipeline,
blur_pipeline,
composite_pipeline,
bind_group_layout,
uniform_buffer,
sampler,
coc_texture: None,
blur_texture: None,
tex_width: 0,
tex_height: 0,
}
}
}